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Improving Skyrim / Recommended Mods thread (Mostly about Requiem)

Lancehead

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In Requiem, you don't increase Health to survive hits, you increase it for the derived bonuses (mainly, one- and two-handed damage, disease and poison resistance, and carry weight) you get from it. Surviving hits is dependent more on your gear, perks, and general precaution while fighting. Regardless, isn't the point of stealth that you don't engage anyone face to face? Further, if you add Illusion to stealth, you should be able to become a near-perfect ghost.
 

roll-a-die

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In Requiem, you don't increase Health to survive hits, you increase it for the derived bonuses (mainly, one- and two-handed damage, disease and poison resistance, and carry weight) you get from it. Surviving hits is dependent more on your gear, perks, and general precaution while fighting. Regardless, isn't the point of stealth that you don't engage anyone face to face? Further, if you add Illusion to stealth, you should be able to become a perfect ghost.
Cool good to know, rerolling then, cause I just got a level up.
 

Commissar Draco

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Zewp

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Was just about to say the same thing.

Out of curiosity, are the crossbows in Requiem more effective vs heavy armor than bows?
 

Utgard-Loki

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crossbows are monsters. the steel one already does more pure damage than the ebony bow, is faster and inherently ignores ~30% armor if i remember correctly, which i am pretty sure stacks with the armor reduction perk from the archery tree so you end up with 70% or 90% armor reduction.
 

corvus

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Good quality full Gothic Armour (AC 700 in Skyrim) was arrow proof this is why Jewropeans started to use heavy crossbows and boomsticks instead of bows:

https://en.wikipedia.org/wiki/Battle_of_Patay

http://burnpit.us/2013/06/battle-patay-french-cavalry-massacre-english-infantry-after-relief-orléans

This is what happened when Archers were in place Knights could charge them.

It didn't even have to be full Milan/Gothic plate, just 14th century transitional plate was suitable for deflecting arrows that weren't fired from point blank at a direct angle (like what "experts" do on TV as they pull out a modern-material compound bow and shoot at a stainless steel breastplate). At Crecy and Agincourt the longbows weren't even the deciding factor for the English.

edit: and I don't know about mail, but if those stories from Muslims about Crusaders charging on looking like pin-cushions are true, then even mail armor was more than enough to protect from projectiles-at-an-angle

that's why I'm trying out Requiem now, just reading about the heavy armor making you more tank-like sounds good to me.
 
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Commissar Draco

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Was just about to say the same thing.

From Requiem Manual, page 39:

Out of curiosity, are the crossbows in Requiem more effective vs heavy armor than bows?
Crossbows on the other hand have a natural armor penetration,but suffer from a longer reloading time than bows need to redraw them

So yes Crossbows ignore part of armour same as maces do and in Requiem Imperials for once are useful in combat as sword and shield tanks.
 

Eyeball

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Managed to Work around the asshole bug that made it impossible for me to train my magic skillz. Currently hit level 16 as a high elf mage in Requiem and it's really beginning to pick up. Early game maging is even more brütal than regular Requiem, but there are a few tricks that will get you safe through most managable fights. Not started the main questline yet though because dragons suck, so I can't comment on how to fight them or dragon priests.

1. Early destruction is pants, conjuring rules. Enemies simply don't take enough damage from your spells until you pick several of the +spell damage perks, so they will have ample time to either walk up to you and oneshot you or oneshot you from halfway across Skyrim with their own comically OP spells. Conjuring even the most basic skeleton warrior (du du du du du dunngg SKELETON WARRIORS!) will Work Wonders towards preserving your squishy ass while doing a surprisingly good job at killing everything that oneshots you. The skeleton warrior is particularly strong against non-elite mages, probably because it has high elemental resists, so if you're getting 1shotted by a lightning mage camping a hallway, just summon a skeleton from around the corner. It will run up to him, shrug off his spells and chop him up, easy-peasy.

2. Elements matter. Pyromages take less damage from fire spells, nords are much harder to kill with ice damage than fire. This also concerns your summoning spells - I was stuck for about 15 minutes near a room filled with pyromages with fireball staffs. After watching my own skeleton warlocks get blasted over and over Again, I wised up and summoned a fire atronach WHO turned out to be a lot less flammable than the pyromages and soloed the room.

3. Many spells are pretty exploitable. Considering literally EVERYTHING in the game World can oneshot your bitch ass, I suggest you do so. Once you have 25 destruction, you can begin laying Down fire runes, which serve as a very useful toe-bomb or ghetto fireball making short Work of even large Groups of Draugr or bandits. At 50 destruction, you can choose Icesphere from your level-up menu. It 1-shot kills most human enemies, which is nice, and it also TRAVELS UP STAIRS AND AROUND CORNERS which is comically powerful. Hey, evil mages love killing you from around corners, why shouldn't you return the favour? I also get the impression that a number of invisibility spells are pretty exploitable too, but I haven't leveled that school yet. Requiem really rewards being a Diversified mage, however, so that may be worthwhile once you hit the training cap with your main magic schools.

4. Not worked out how to use Wards effectively yet. Seeing as you need to maintain them constantly for them to be effective, it makes it very awkward to run towards enemy mages to get in your own shots. Haven't discovered a way NOT to get oneshotted by just about any spell in the game yet, might level Alteration NeXT.

5. Check the skill trees. Restoration magic has a +mana regen perk at 25 skill level and alteration has a number of general +spell effect perks later in the tree.

6. Head to the College of Winterhold once you can. You can't afford any spells to begin but the access to trainers is invaluable. You can also steal a lot of costly ingredients to sell for training or use for leveling alchemy.

Incidentally, Interesting NPCs is a seriously badass mod. Whenever you run into one of the new NPCs it's like Skyrim suddenly became a real RPG with, like, BACKSTORY and shit. Voice acting is very impressive and varied and the characters generally well-written and provide some nice background to the game World. It has a compatibility mod for Requiem too.

All in all, Skyrim really is one of the most enjoyable games of the past decade. It is by no Means a GOOD game, but it sure as fuck is enjoyable.
 

corvus

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(du du du du du dunngg SKELETON WARRIORS!)

:lol:

Incidentally, Interesting NPCs is a seriously badass mod. Whenever you run into one of the new NPCs it's like Skyrim suddenly became a real RPG with, like, BACKSTORY and shit. Voice acting is very impressive and varied and the characters generally well-written and provide some nice background to the game World. It has a compatibility mod for Requiem too.

I love it. Even at its most banal and sketchy audio quality, the mod author made the NPC's legitimately interesting. No false advertising. And some of the Dunmer the mod adds try to emulate that Morrowind smoker-voice quality--it's not the same, but I like it more than Australianmer. I think one of the better NPC's and associated questlines is the Khajiit girl outside of Falkreath. Zora Fair-Child's cool too, since she gives the most flavor-text out of all the so-called "super followers" in the mod.
 

RK47

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2. Elements matter. Pyromages take less damage from fire spells, nords are much harder to kill with ice damage than fire. This also concerns your summoning spells - I was stuck for about 15 minutes near a room filled with pyromages with fireball staffs. After watching my own skeleton warlocks get blasted over and over Again, I wised up and summoned a fire atronach WHO turned out to be a lot less flammable than the pyromages and soloed the room.

3. Many spells are pretty exploitable.

Raise Dead on Fire Mage - watch them duel instead.
Conjurers are pretty imba when you focus on Necromancy.
Dual Summoning perk can toss out a lot of pain if you do it right. Raise Dead 2 Fire Mages and clear dungeon with no problem.
Raise a giant and clear a camp without taking a scratch.
 

Borelli

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Interesting NPCs is a great mod, it's funny how you can figure out in 5 seconds if an NPC is from a mod because they are not banal,shit,boring like Bethesda's.
 

Eyeball

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2. Elements matter. Pyromages take less damage from fire spells, nords are much harder to kill with ice damage than fire. This also concerns your summoning spells - I was stuck for about 15 minutes near a room filled with pyromages with fireball staffs. After watching my own skeleton warlocks get blasted over and over Again, I wised up and summoned a fire atronach WHO turned out to be a lot less flammable than the pyromages and soloed the room.

3. Many spells are pretty exploitable.

Raise Dead on Fire Mage - watch them duel instead.
Conjurers are pretty imba when you focus on Necromancy.
Dual Summoning perk can toss out a lot of pain if you do it right. Raise Dead 2 Fire Mages and clear dungeon with no problem.
Raise a giant and clear a camp without taking a scratch.
Good strategy, but it has the downside of having the newly deceased follow you around uttering those creepy groans all the time. I made the mistake of raising the Windhelm murder victim in the crypt, wondering if I could ask her some questions, but all she would do was stare and groan at me. I was so freaked out at being followed by a partially dismembered groaning nude woman I ran out of the crypts and sped out of Windhelm until she turned to dust behind me.

Now that's roleplaying, son!
 

DraQ

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Alright, legitimate questions now, first off, what do you guys recommend running with Requiem? Any preferred things, like Morrowloot, note I have a family and my computer is in the living room nook that serves as the office.
Morrowloot is gud. Even though Requiem generally handles de-leveling everything, Morrowloot adds some neat Morrowind style handplaced stuff and adds quite a few TES artifacts not present in game.

Mighty Dragons and DCO are worthwhile too.
I also use Heavy Armory for more weapon types, though it isn't well balanced under Requiem (quarterstaves are severely OP, for instance) - still, the enemies use the imba weapons as well so all is fine.
Cloaks of Skyrim and WIC are neat as well, same with that bandolier mod.
You may find locational damage mod worthwhile, though I'd generally warn against using too many script-reliant mods, as slow and unreliable scripting engine is Skyrim's biggest bottleneck.


Does Requiem do anything to Dragons, I know SkyRe avoids them but I can't find anything about Requiem?
Allegedly it makes dragons much raep in terms of difficulty, but rarer. Personally I override it with Mighty Dragons mod which pretty much replaces all the generic dragons with unique named ones, with unique skins, spells, abilities, shouts and breath weapons as well as tactics, then pile DCO on top of it (DCO does get glitchy sometimes, but added physics and unpredictability are well worth it). Mighty Dragons has several difficulty settings, aim for the top one or the second highest.

Would Realistic Needs and Diseases be a good idea? What about Frostfall(Note I like Frostfall because it adds a degree of realism, and preperation needed to go and just wander, I don't in general like Realistic Needs and Diseases but it does add an additional need for preparation that I find compelling none-the-less)?
TBH I don't think Skyrim meshes well with survival mods - it is after all a very downscaled world with accelerated time and half naked barbarians running in the snow because they're so fucking badass and shit. Plus Requiem makes its own changes to food and the like. IIRC it also makes diseases quite a bit scarier (I'd have to check the docs as I try to heal them outright).

I've been looking around at Hunterborn it looks pretty cool, even if it's a bit too menu-based, it looks good, but does Requiem do enough with the loot system that it justifies not installing Hunterborn. IE does it add add craftables from the loot you get from animals?
I think Forsworn shit can be crafted mostly from animal parts, in Requiem you also tend to get meat from pretty much any animal you kill, IIRC Bosmer can even harvest humanoid meat.

Any Graphics Whore mods you guys would recommend? I generally use STEP as a base, but I don't want to accidentally wreck something Requiem touches, so I'm forgoing using STEP as a base this time.
Never felt the need to. The only cosmetic mods I use are Crimson Tide and that one with custom magic kill effects, to make combat a bit more convincingly messy.

Do you recommend using the Unofficial Patches
Always.

Interesting NPCs is a great mod, it's funny how you can figure out in 5 seconds if an NPC is from a mod because they are not banal,shit,boring like Bethesda's.
Ah, yes.
That too.

I don't like the lack of quick travel (I know it can be turned on in the options). Walking from A to B is just not a fun experience and quick travelling certainly does not break any immersion if done right.
I'm not in principle against fast travel, but Skyrim isn't that big and disabling it makes stuff like paid travel and horses matter. Horses are also quite a bit faster in Requiem.

They should have implemented random encounters and exhaustion instead, so that any quick travel can get interrupted by something.
Which means additional layer of not-so-trivial scripting (random encounters have to occur in plausible locations along sensible path to your destination, for instance).

Weight of gold is annoying as hell. Would be OK if you could always sell gold ingots for the full price, but you can't. You're constantly going back and forth to sell the valuable stuff you found anyway because everything is so heavy, but when gold also comes in, it just becomes too annoying. I turned that one off.
I like weighty gold. It helps patch up usual cRPG economy issues and it makes stuff like gems and associated portability VS fluidity tradeoffs matter.
I recommend against turning it off.

Is it just impossibru to pick locks if you have a lower skill level than the lock itself, I'm fine with that, I'd just like it to forbid me from even opening the interface if that's the case. Also how the hell am I supposed to gain lockpicking XP from 10 up then? Trainers?
It is impossiburu to open locks without perks.

Unless you're a Khajiit or something but then it's still only novice level and you need the first perk for apprentice locks.
If you're strong (lots of HP+stamina), you can try forcing the door or container open by attacking it (look away and back on it afterwards for GUI to update), but it's difficulty depends on lock's quality. Metal doors and the like won't be affected.

In Requiem, you don't increase Health to survive hits, you increase it for the derived bonuses (mainly, one- and two-handed damage, disease and poison resistance, and carry weight) you get from it. Surviving hits is dependent more on your gear, perks, and general precaution while fighting. Regardless, isn't the point of stealth that you don't engage anyone face to face? Further, if you add Illusion to stealth, you should be able to become a near-perfect ghost.
Well, it does help you survive hits, but you almost never tank with HPs in Requiem.
 
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markec

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Whats the difference between Skyrim and Oblivion? Skyrim needs one mod (Requiem) go from a poor to a good game, as for Oblivion, there is 27000 mods on Nexus for it and its still not enough to make it remotely playable.
 
Self-Ejected

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Skyrim needs one mod (Requiem) go from a poor to a good game.
Yeah let's not go that far

Requiem is not the mod to make Skyrim good, it's more like an alternative replay mode. Fixing Skyrim requires way more than what Requiem does, and Requiem does a lot of shit wrong.
 

RK47

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Huh, tried a fighter game. Live a life mod, Companions.
Vilkas trial was bugged and killed me. Decided to see how it goes - and dueled him for real. 5 long minutes later and he said 'Yeah you're good.'
Guild questline resumed.
What an asshole.
Decided to do fighter's work. What's there to do? Howabout killing animals?
By animals mean fucking cave filled with 3 trolls.
UGH. At lvl 2?!
Forget that shit.
Exit the cave, rode the stolen horse and ran across 12 bandits guarding a small fort. Trample those fuckers over and over for 15 minutes ala Mount & Blade.
All is right once the last fucker died and drop an Orcish Mace of Frost.
 

RK47

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Uh, he hates Requiem, not defending Oblivion and stuff.
 
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^will you explain what you think it means or are you two gonna keep this cryptic shit up for another page?

Weight of gold is annoying as hell. Would be OK if you could always sell gold ingots for the full price, but you can't. You're constantly going back and forth to sell the valuable stuff you found anyway because everything is so heavy, but when gold also comes in, it just becomes too annoying. I turned that one off.

I just buy gems once my gold pile gets a bit heavy. You lose a bit of money if you aren't good at bartering, though it's not a big problem anyway.
 

Commissar Draco

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Weight of gold is annoying as hell. Would be OK if you could always sell gold ingots for the full price, but you can't. You're constantly going back and forth to sell the valuable stuff you found anyway because everything is so heavy, but when gold also comes in, it just becomes too annoying. I turned that one off.

I just buy gems once my gold pile gets a bit heavy. You lose a bit of money if you aren't good at bartering, though it's not a big problem anyway.

Buy a house instead or use bank mod; of course I spend so much septims on trainers I never had this problem anyway.
 

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